- double cl_timer = 0, sv_timer = 0;
- double time, oldtime, newtime;
- double wait;
- int i;
- char vabuf[1024];
- qboolean playing;
-
- host.restless = false;
-
- Host_Init();
-
- host.realtime = 0;
- host.sleeptime = 0;
- host.dirtytime = oldtime = Sys_DirtyTime();
-
- while(host.state != host_shutdown)
- {
- if (setjmp(host.abortframe))
- {
- SCR_ClearLoadingScreen(false);
- continue; // something bad happened, or the server disconnected
- }
-
- newtime = host.dirtytime = Sys_DirtyTime();
- time = newtime - oldtime;
- if (time < 0)
- {
- // warn if it's significant
- if (time < -0.01)
- Con_Printf(CON_WARN "Host_Mingled: time stepped backwards (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- else if (time >= 1800)
- {
- Con_Printf(CON_WARN "Host_Mingled: time stepped forward (went from %f to %f, difference %f)\n", oldtime, newtime, time);
- time = 0;
- }
- host.realtime += time;
-
- if (host_framerate.value < 0.00001 && host_framerate.value != 0)
- Cvar_SetValueQuick(&host_framerate, 0);
-
- TaskQueue_Frame(false);
-
- // keep the random time dependent, but not when playing demos/benchmarking
- if(!*sv_random_seed.string && !cls.demoplayback)
- rand();
-
- NetConn_UpdateSockets();
-
- Log_DestBuffer_Flush();
-
- Curl_Run();
-
- // check for commands typed to the host
- Host_GetConsoleCommands();
-
- // process console commands
-// R_TimeReport("preconsole");
- CL_VM_PreventInformationLeaks();
- Cbuf_Frame(&cmd_client);
- Cbuf_Frame(&cmd_server);
-
- if(sv.active)
- Cbuf_Frame(&cmd_serverfromclient);
-
-// R_TimeReport("console");
-
- //Con_Printf("%6.0f %6.0f\n", cl_timer * 1000000.0, sv_timer * 1000000.0);
-
- R_TimeReport("---");
-
- //-------------------
- //
- // server operations
- //
- //-------------------
-
- // limit the frametime steps to no more than 100ms each
- if (sv_timer > 0.1)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += (sv_timer - 0.1);
- sv_timer = 0.1;
- }
-
- if (!svs.threaded)
- {
- svs.perf_acc_sleeptime = host.sleeptime;
- svs.perf_acc_realtime += time;
-
- // Look for clients who have spawned
- playing = false;
- for (i = 0, host_client = svs.clients;i < svs.maxclients;i++, host_client++)
- if(host_client->begun)
- if(host_client->netconnection)
- playing = true;
- if(sv.time < 10)
- {
- // don't accumulate time for the first 10 seconds of a match
- // so things can settle
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
- }
- else if(svs.perf_acc_realtime > 5)
- {
- svs.perf_cpuload = 1 - svs.perf_acc_sleeptime / svs.perf_acc_realtime;
- svs.perf_lost = svs.perf_acc_lost / svs.perf_acc_realtime;
- if(svs.perf_acc_offset_samples > 0)
- {
- svs.perf_offset_max = svs.perf_acc_offset_max;
- svs.perf_offset_avg = svs.perf_acc_offset / svs.perf_acc_offset_samples;
- svs.perf_offset_sdev = sqrt(svs.perf_acc_offset_squared / svs.perf_acc_offset_samples - svs.perf_offset_avg * svs.perf_offset_avg);
- }
- if(svs.perf_lost > 0 && developer_extra.integer)
- if(playing) // only complain if anyone is looking
- Con_DPrintf("Server can't keep up: %s\n", Host_TimingReport(vabuf, sizeof(vabuf)));
- svs.perf_acc_realtime = svs.perf_acc_sleeptime = svs.perf_acc_lost = svs.perf_acc_offset = svs.perf_acc_offset_squared = svs.perf_acc_offset_max = svs.perf_acc_offset_samples = host.sleeptime = 0;
- }
-
- if (sv.active && sv_timer > 0)
- {
- // execute one or more server frames, with an upper limit on how much
- // execution time to spend on server frames to avoid freezing the game if
- // the server is overloaded, this execution time limit means the game will
- // slow down if the server is taking too long.
- int framecount, framelimit = 1;
- double advancetime, aborttime = 0;
- float offset;
- prvm_prog_t *prog = SVVM_prog;
- // receive packets on each main loop iteration, as the main loop may
- // be undersleeping due to select() detecting a new packet
- if (sv.active && !svs.threaded)
- NetConn_ServerFrame();
- // run the world state
- // don't allow simulation to run too fast or too slow or logic glitches can occur
-
- // stop running server frames if the wall time reaches this value
- if (sys_ticrate.value <= 0)
- advancetime = sv_timer;
- else
- {
- advancetime = sys_ticrate.value;
- // listen servers can run multiple server frames per client frame
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = Sys_DirtyTime() + 0.1;
- }
- if(host_timescale.value > 0 && host_timescale.value < 1)
- advancetime = min(advancetime, 0.1 / host_timescale.value);
- else
- advancetime = min(advancetime, 0.1);
-
- if(advancetime > 0)
- {
- offset = Sys_DirtyTime() - newtime;if (offset < 0 || offset >= 1800) offset = 0;
- offset += sv_timer;
- ++svs.perf_acc_offset_samples;
- svs.perf_acc_offset += offset;
- svs.perf_acc_offset_squared += offset * offset;
- if(svs.perf_acc_offset_max < offset)
- svs.perf_acc_offset_max = offset;
- }
-
- // only advance time if not paused
- // the game also pauses in singleplayer when menu or console is used
- sv.frametime = advancetime * host_timescale.value;
- if (host_framerate.value)
- sv.frametime = host_framerate.value;
- if (sv.paused || host.paused)
- sv.frametime = 0;
-
- for (framecount = 0;framecount < framelimit && sv_timer > 0;framecount++)
- {
- sv_timer -= advancetime;
-
- // move things around and think unless paused
- if (sv.frametime)
- SV_Physics();
-
- // if this server frame took too long, break out of the loop
- if (framelimit > 1 && Sys_DirtyTime() >= aborttime)
- break;
- }
- R_TimeReport("serverphysics");
-
- // send all messages to the clients
- SV_SendClientMessages();
-
- if (sv.paused == 1 && host.realtime > sv.pausedstart && sv.pausedstart > 0) {
- prog->globals.fp[OFS_PARM0] = host.realtime - sv.pausedstart;
- PRVM_serverglobalfloat(time) = sv.time;
- prog->ExecuteProgram(prog, PRVM_serverfunction(SV_PausedTic), "QC function SV_PausedTic is missing");
- }
-
- // send an heartbeat if enough time has passed since the last one
- NetConn_Heartbeat(0);
- R_TimeReport("servernetwork");
- }
- else
- {
- // don't let r_speeds display jump around
- R_TimeReport("serverphysics");
- R_TimeReport("servernetwork");
- }
- }
- // if there is some time remaining from this frame, reset the timer
- if (sv_timer >= 0)
- {
- if (!svs.threaded)
- svs.perf_acc_lost += sv_timer;
- sv_timer = 0;
- }
-
- sv_timer += time;
-
- //-------------------
- //
- // client operations
- //
- //-------------------
-
- cl_timer = CL_Frame(cl_timer);
- cl_timer += time;
-
-#if MEMPARANOIA
- Mem_CheckSentinelsGlobal();
-#else
- if (developer_memorydebug.integer)
- Mem_CheckSentinelsGlobal();
-#endif
-
- // if the accumulators haven't become positive yet, wait a while
- wait = max(cl_timer, sv_timer) * -1000000.0;
-
- if (!host.restless && wait >= 1)
- {
- double time0, delta;
-
- if(host_maxwait.value <= 0)
- wait = min(wait, 1000000.0);
- else
- wait = min(wait, host_maxwait.value * 1000.0);
- if(wait < 1)
- wait = 1; // because we cast to int
-
- time0 = Sys_DirtyTime();
- if (sv_checkforpacketsduringsleep.integer && !sys_usenoclockbutbenchmark.integer && !svs.threaded) {
- NetConn_SleepMicroseconds((int)wait);
- if (cls.state != ca_dedicated)
- NetConn_ClientFrame(); // helps server browser get good ping values
- // TODO can we do the same for ServerFrame? Probably not.
- }
- else
- Sys_Sleep((int)wait);
- delta = Sys_DirtyTime() - time0;
- if (delta < 0 || delta >= 1800)
- delta = 0;
- host.sleeptime += delta;
-// R_TimeReport("sleep");
- }
-
- host.framecount++;
- oldtime = newtime;
- }